Commit Graph

17 Commits

Author SHA1 Message Date
Regalis f5d8669da3 Clients wait until both teams have characters in them before they start to update CombatMissions. Character spawn messages aren't guaranteed to arrive at the same frame, so it's possible for one team to be empty at the start of the round, causing the clients to think the other team already won. 2017-06-03 18:12:25 +03:00
Regalis 2b27755b61 Team ID assignment fixes:
- Clients are assigned to team 1 in sandbox mode (because the host is also in team 1).
- Respawning characters are always assigned to team 1 (otherwise mid-round joining clients would end up in team 0 because the team assignment is done when the round starts)
2017-06-03 18:08:47 +03:00
Regalis 6aae2f0ae9 - Job assignment fix: characters that are in a different team don't add to the assigned job count.
- If a client doesn't enter the game within 30 seconds of starting the game, their character is automatically killed (otherwise the character would stay in-game in the disabled state indefinitely).
- Clients don't update CombatMissions if neither team has any characters (the clients may not have received messages about the characters spawning yet, which would cause them to show the "team dead" message immediately when the round starts).
2017-06-02 21:54:20 +03:00
Regalis f4a942414d More efficient culling, workaround for null exception in CombatMission.GetTeamName 2016-11-06 19:41:32 +02:00
Regalis fa6bf60032 Combat missions don't reset the "allow respawn" setting 2016-11-06 15:57:28 +02:00
Regalis 980f8e0d33 - option to select which location autopilot navigates towards
- generating "dummy locations" for the MP gamesessions (visible in sonar and mission descriptions)
- EndGame network message tells the clients if the mission was successful (because the message may arrive before the sub has reached the exit or before some character has died at the client's end)
2016-10-26 19:22:40 +03:00
juanjp600 0125ff0f5c Replace mission GUI box text hack + If both teams die, they both lose 2016-10-10 08:32:31 -03:00
Regalis 0ea9600198 Team-specific combat mission descriptions + deepest lore 2016-10-06 19:55:26 +03:00
Regalis f1762cc6c7 Refactored CombatMission a bit 2016-10-06 16:33:43 +03:00
Regalis 5e88d91cb8 Fixed mutliplayer-only missions being taken into account in the eventprobability calculation even in single player mode, which missions are sp/mp-only is determined in the mission config files 2016-10-06 15:32:38 +03:00
juanjp600 91539c5b84 Host can spawn in team 2 + relay component state syncing 2016-10-05 22:03:06 -03:00
juanjp600 bdcd894b83 Flipping sprites of staircases & engine 2016-10-01 16:41:16 -03:00
juanjp600 f6b82eb095 Some progress on flipping subs
Press crouch to flip every sub in the map, texture alignment breaks and physics items vanish, but other than that it's working.
2016-09-29 22:20:15 -03:00
juanjp600 e318034a1a Remove submarines markers from radar in combat missions
This should make the mission type a lot more fun.
2016-09-27 19:42:15 -03:00
Regalis 4e9ea758cb Team IDs start from 1 (-> monsters don't count as members of the team 0) 2016-09-27 17:55:45 +03:00
Regalis 8f0d16b145 Fixed host's character spawning twice, some cleanup (LINQ <3) 2016-09-27 17:31:26 +03:00
juanjp600 344947c3c4 Search and destroy mission
Featuring ugly code
2016-09-26 22:09:06 -03:00